Maybeboard



Those with vision always have a path.

M'Odo Druid consistently plays a Hermit Druid on the end step of turn 1 and executes a win attempt on turn 2 for a mana cost of GG, with an extra mana up for interaction.

M'Odo is an official WotC Heroes of the Realm card and is not legal in Commander outside of Rule 0. It is represented by Leovold in this list.

M'Odo

Eminence — {X}, Discard a card: Target player reveals cards from the top of their library until they reveal a creature card with converted mana cost X or less. Put that card onto the battlefield under your control, then that player shuffles the rest into their library. Activate this ability only if M'Odo, the Gnarled Oracle is on the battlefield or in the command zone.

The Prophecy:

  • Turn 0 - Activate M'Odo for 0 twice to fetch Dryad Arbor and Shield Sphere.
  • Turn 1 - Activate M'Odo for 2 on the endstep before turn 2 to put Hermit Druid into play.
  • Turn 2 - Activate Hermit Druid (G), milling the deck. Dread Return Necrotic Ooze. Give haste with Ceratops (G), tap with Arixmethes for mana, untap with Clique. Loop for infinite exile mill and to cast your opponents' libraries. We should have an additional mana (before acceleration) for protection on turn 2.

The Chain:

  • 0 CMC - Dryad Arbor, Shield Sphere
  • 2 CMC - Hermit Druid
  • 3 CMC - Dosan, the Falling Leaf
  • 4 CMC - Necrotic Ooze, Arixmethes, Knacksaw Clique, Shifting Ceratops, Haunted Dead

General truths:

  • M'Odo can always have Dryad Arbor live turn 1 when not on the play.
  • M'Odo can always discard combo pieces to a 0 activation.
  • An activation for 3 will get Dosan.
  • We absolutely do not want to mulligan to less than 6, given we must discard 3 cards to M'Odo.
  • On land count: It is nearly impossible to flood as M'Odo can pitch lands for activations, and our gameplan relies on hitting both land drops. A higher land count ensures every hand is viable; this is important to not mulligan to card disadvantage. 32 lands is a 73% chance of >=2 lands per opening 7.

Recovery:

  • Flash of Insight allows us to pick up Pact post-Druid with Memory's Journey for 1UG.
  • Deep Analysis allows us to attempt to reanimate Necrotic Ooze a second time with Memory's Journey for 1UG. (Pile Petal, Reanimate)
  • Postmortem Lunge allows us a second Druid attempt.
  • Haunted Dead allows us to have Dread Return fodder if our Arbor or Sphere are interacted with.
  • Retraction Helix is always live with a turn 0 Shield Sphere.
  • A LabMan package can be substituted for Dosan if combo redundancy is demanded. Recommended adds of Demonic Consultation, Radical Idea, and possibly Spellseeker for double 3 activations.
  • A stax removal creature such as Knight of Autumn can be substituted for Dosan.
  • Sylvan Safekeeper in the list puts M'Odo half a turn slower (interfering with consistent T1 Druid) but can offer important resilience to tuned disruption.
  • Echo of Eons or Yawgmoth's Will can be played for more post-Druid line options.

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Top Ranked
  • Achieved #55 position overall 4 years ago
  • Achieved #38 position in Commander / EDH 4 years ago
Date added 4 years
Last updated 4 years
Exclude colors WR
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

8 - 0 Mythic Rares

48 - 0 Rares

21 - 0 Uncommons

23 - 0 Commons

Cards 100
Avg. CMC 1.60
Tokens Bird 2/2 U, Spirit 1/1 C, Spirit 1/1 W
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